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The numerals in Sudoku puzzles are used for convenience; arithmetic relationships between numerals are absolutely irrelevant. Any set of distinct symbols will do; letters, shapes, or colours may be used without altering the rules It is possible to set starting grids with more than one solution and to set grids with no solution, but such are not considered proper Sudoku puzzles; as in most other pure-logic puzzles, a unique solution is expected. This is a column, 9 cells tall. A filled-in column must have one of each digit. That means that each digit appears only once in the column. There are 9 columns in the grid, and the same applies to each of them. The puzzle is most frequently a 9×9 grid, made up of 3×3 subgrids called "regions" (other terms include "boxes", "blocks", and the like when referring to the standard variation; even "quadrants" is sometimes used, despite this being an inaccurate term for a 9×9 grid). Sudoku is recommended by some teachers as an exercise in logical reasoning. In "candidate elimination", progress is made by successively eliminating candidate numerals from one or more cells to leave just one choice. After each answer has been achieved, another scan may be performed—usually checking to see the effect of the contingencies. The general problem of solving Sudoku puzzles on n2 x n2 boards of n x n blocks is known to be NP-complete [9]. This gives some indication of why Sudoku is difficult to solve, although on boards of finite size the problem is finite and can be solved by a deterministic finite automaton that knows the entire game tree.
There's no math involved, the grid has numbers, but nothing has to add up to anything else. This is a row, 9 cells wide. A filled-in row must have one of each digit. That means that each digit appears only once in the row. There are 9 rows in the grid, and the same applies to each of them. Yoshimitsu Kanai published his computerized puzzle generator under the name Single Number for the Apple Macintosh [15] in 1995 in Japanese and English, for the Palm (PDA) [16] in 1996, and for the Mac OS-X [17] in 2005. The attraction of the puzzle is that the rules are simple, yet the line of reasoning required to reach the solution may be complex The level of difficulty of the puzzles can be selected to suit the audience. The puzzles are often available free from published sources and may also be custom-generated using software. Building a Sudoku puzzle by hand can be performed efficiently by pre-determining the locations of the givens and assigning them values only as needed to make deductive progress. Such an undefined given can be assumed to not hold any particular value as long as it is given a different value before construction is completed; the solver will be able to make the same deductions stemming from such assumptions, as at that point the given is very much defined as something else. This technique gives the constructor greater control over the flow of puzzle solving, leading the solver along the same path the compiler used in building the puzzle. (This technique is adaptable to composing puzzles other than Sudoku as well.) Great caution is required, however, as failing to recognize where a number can be logically deduced at any point in construction—regardless of how tortuous that logic may be—can result in an unsolvable puzzle when defining a future given contradicts what has already been built. Building a Sudoku with symmetrical givens is a simple matter of placing the undefined givens in a symmetrical pattern to begin with. The puzzle was designed anonymously by Howard Garns, a 74-year-old retired architect and freelance puzzle constructor, and first published in 1979.[14] Although likely inspired by the Latin square invention of Leonhard Euler, Garns added a third dimension (the regional restriction) to the mathematical construct and (unlike Euler) presented the creation as a puzzle, providing a partially-completed grid and requiring the solver to fill in the rest. The puzzle was first published in New York by the specialist puzzle publisher Dell Magazines in its magazine Dell Pencil Puzzles and Word Games, under the title Number Place (which we can only assume Garns named it). Computer solvers can estimate the difficulty for a human to find the solution, based on the complexity of the solving techniques required. This estimation allows publishers to tailor their Sudoku puzzles to audiences of varied solving experience. Some online versions offer several difficulty levels.
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Alphabetical variations have also emerged; there is no functional difference in the puzzle unless the letters spell something. Some variants, such as in the TV Guide, include a word reading along a main diagonal, row, or column once solved; determining the word in advance can be viewed as a solving aid. The Code Doku [7] devised by Steve Schaefer has an entire sentence embedded into the puzzle; the Super Wordoku [8] from Top Notch embeds two 9-letter words, one on each diagonal. It is debatable whether these are true Sudoku puzzles: although they purportedly have a single linguistically valid solution, they cannot necessarily be solved entirely by logic, requiring the solver to determine the embedded words. Top Notch claim this as a feature designed to defeat solving programs. This is a row, 9 cells wide. A filled-in row must have one of each digit. That means that each digit appears only once in the row. There are 9 rows in the grid, and the same applies to each of them. The level of difficulty of the puzzles can be selected to suit the audience. The puzzles are often available free from published sources and may also be custom-generated using software. Dr. House was clearly seen working on a Sudoku puzzle on his office computer in one scene of the December 13, 2005 episode of House, M. D.; Sudoku is supposedly now banned on the studio set due to the cast constantly playing it. Puzzles constructed from multiple Sudoku grids are common. Five 9×9 grids which overlap at the corner regions in the shape of a quincunx is known in Japan as Gattai 5 (five merged) Sudoku. In The Times and The Sydney Morning Herald this form of puzzle is known as Samurai SuDoku. [6] Puzzles with twenty or more overlapping grids are not uncommon in some Japanese publications. Often, no givens are to be found in overlapping regions. Sequential grids, as opposed to overlapping, are also published, with values in specific locations in grids needing to be transferred to others. The second notation uses a pattern of dots within each square, where the position of the dot represents a number from 1 to 9. Dot schemes differ and one method is illustrated here. The dot notation has the advantage that it can be used on the original puzzle. Dexterity is required in placing the dots, since misplaced dots or inadvertent marks inevitably lead to confusion and may not be easy to erase without adding to the confusion. Using a sharp pencil with an eraser end is recommended. Bringing the process full-circle, Dell Magazines, which publishes the original Number Place puzzle, now also publishes two Sudoku magazines: Original Sudoku and Extreme Sudoku. Additionally, Kappa reprints Nikoli Sudoku in GAMES Magazine under the name Squared Away; the New York Post, USA Today, The Boston Globe, Washington Post, The Examiner, and San Francisco Chronicle now also publish the puzzle. It is also often included in puzzle anthologies, such as The Giant 1001 Puzzle Book (under the title Nine Numbers). The digits to be entered are 1, 2, 3, 4, 5, 6, 7, 8, 9. Even though most solving algorithms are able to solve puzzles in under a second, very fast solvers are preferred for trial-and-error puzzle-creation algorithms, which must be able to test large numbers of partial problems for validity in a short time. In 1989, Loadstar/Softdisk Publishing published DigitHunt on the Commodore 64, which was apparently the first home computer version of Sudoku. At least one publisher still uses that title.
In Japanese, the word is pronounced [s??dok?]; in English, it is usually spoken with an Anglicised pronunciation, [s?'d??ku?] (BrE) [s?'do?ku?] (AmE) or ['su?d??ku] (BrE) ['su?do?ku] (AmE) (See IPA, International Phonetic Alphabet for notation usage.) The numerals in Sudoku puzzles are used for convenience; arithmetic relationships between numerals are absolutely irrelevant. Any set of distinct symbols will do; letters, shapes, or colours may be used without altering the rules Sudoku is recommended by some teachers as an exercise in logical reasoning. The puzzle was introduced in Japan by Nikoli in the paper Monthly Nikolist in April 1984 as Suuji wa dokushin ni kagiru (????????), which can be translated as "the numbers must be single" or "the numbers must occur only once" (?? literally means "single; celibate; unmarried"). The puzzle was named by Kaji Maki (?? ??), the president of Nikoli. At a later date, the name was abbreviated to Sudoku (??, pronounced SUE-dough-coo; su = number, doku = single); it is a common practice in Japanese to take only the first kanji of compound words to form a shorter version. In 1986, Nikoli introduced two innovations which guaranteed the popularity of the puzzle: the number of givens was restricted to no more than 32 and puzzles became "symmetrical" (meaning the givens were distributed in rotationally symmetric cells). It is now published in mainstream Japanese periodicals, such as the Asahi Shimbun. Within Japan, Nikoli still holds the trademark for the name Sudoku; other publications in Japan use alternative names. The puzzle is then completed by assigning an integer between 1 and 9 to each vertex, in such a way that vertices that are joined by an edge do not have the same integer assigned to them. Other Japanese publishers refer to the puzzle as Number Place, the original U.S. title, or as "Nanpure" for short. Some non-Japanese publishers spell the title as "su doku". Sudoku (Japanese) also known as Number Place, is a logic-based placement puzzle. The aim of the puzzle is to enter a numerical digit from 1 through 9 in each cell of a 9×9 grid made up of 3×3 subgrids (called "regions"), starting with various digits given in some cells (the "givens"). Each row, column, and region must contain only one instance of each numeral. The two main approaches to analysis are "candidate elimination" and "what-if". Wei-Hwa Huang created a meta-Sudoku, where the object is to finish drawing the 5×5 grid's pentomino-region borders so as to leave a uniquely solvable puzzle with no identically-shaped regions.
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